Did some edit after the combat, because I forgot the flight movement of those units. I realised I couldnt protect them. So decided to cancel the battle in Normandy and put all units involved back on the board.
Wheatbeer (Axis) vs JamesAleman (Allies) G40 A3
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sukr twol
need scrambling orders RUS
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No scramble, its cheaper to repair than replace a fighter ;)
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aa fire against strat
Rolls: 1@1; Total Hits: 01@1: (5)aa fire against tacts
Rolls: 4@1; Total Hits: 14@1: (5, 1, 4, 2) -
bomber rolls
major IC
Rolling 1d6:
(1)airbase
Rolling 3d6:
(4, 5, 6) -
NCM:
1 strat rus >> nov
3 tact rus >> arch
10 inf, 5 art hun >> epl
8 mech, 3 tank arch >> epl
22 inf, 7 art bes >> epl
4 inf arch >> nov
4 inf, 2 art ger >> hun
6 inf, 1 art nov >> archMobilize:
2 inf, 1 art nov
7 tank gerCollect 51 IPC
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**USSR turn 8:
Production: 28**
Repair factory 1 IPC
5 infantry=15
3 artillery=12
1+16=16+12=28Combat Moves:
To Volo: 2inf,art-Rus vs inf
To Smo: 2art,9inf,4arm,3mech-Rus; 8art,11inf-Bry vs inf
To Sukr: 20inf,20art-Bry vs 3inf,art
To Bel: inf-Bry uncontested
To Nukr: 2inf,art-Bry; 2ftr,tac-Rus vs mech,armCombat:
Volo: 2inf,art vs inf
Rolls: 1@1 2@2; Total Hits: 01@1: (4)2@2: (6, 3)
Rolls: 1@2; Total Hits: 11@2: (2)
Smo: 20inf,10art,3mech,4arm vs inf
Rolls: 13@1 20@2 4@3; Total Hits: 1213@1: (6, 4, 4, 5, 5, 1, 1, 6, 2, 6, 3, 5, 4)20@2: (1, 2, 1, 2, 3, 4, 2, 4, 3, 1, 6, 2, 5, 2, 6, 5, 4, 2, 5, 2)4@3: (5, 4, 6, 6)
Rolls: 1@2; Total Hits: 01@2: (4)
Sukr: 20inf,20art vs 3 inf,art
Rolls: 40@2; Total Hits: 1540@2: (6, 2, 3, 3, 6, 1, 4, 1, 1, 6, 4, 5, 1, 2, 2, 1, 1, 4, 6, 2, 3, 4, 6, 4, 2, 1, 3, 5, 1, 3, 3, 6, 4, 6, 3, 4, 1, 6, 4, 2)
Rolls: 4@2; Total Hits: 14@2: (5, 2, 6, 5)
Nukr: 2inf,art,2ftr,tac vs mech,arm
Rolls: 1@1 2@2 2@3 1@4; Total Hits: 21@1: (3)2@2: (2, 6)2@3: (3, 5)1@4: (6)
Rolls: 1@2 1@3; Total Hits: 11@2: (4)1@3: (2) -
Volo2: inf,art vs inf
Rolls: 2@2; Total Hits: 12@2: (4, 1)
Rolls: 1@2; Total Hits: 11@2: (1) -
Volo: Italy lost inf; USSR lost 2inf
Smo: Italy lost inf; USSR no loss
Nukr: Italy lost mech,arm; USSR lost inf
Sukr: Germany lost 3inf,art; USSR lost infNoncombat Moves:
To Smo: 4aagun-Rus
To Rus: 2ftr,tac-Nukr
To Yen: 2aagun-Tim; 9inf-Yak
To Yak: inf-Bury
To Sukr: inf-BryPlacement:
Rus: 5inf,3art
Collection: 29 -
Japan 8
Buy (24/26)
8 infCM:
SZ21
4 sub, 4 dest, 1 cru, 1 bsh, 7 carrier, 12 fig, 2 tact SZ6
2 fig, 6 tact, 1 strat jap -
SZ21
A 4 sub, 4 dest, 1 cru, 1 bsh, 7 carrier, 14 fig, 8 tact, 1 strat
Rolls: 8@2 1@3 1@4 14@3 9@4; Total Hits: 188@2: (5, 1, 1, 2, 4, 2, 2, 3)1@3: (1)1@4: (5)14@3: (1, 4, 4, 3, 3, 3, 5, 2, 3, 4, 4, 6, 3, 3)9@4: (3, 6, 4, 3, 1, 6, 6, 6, 6)D 7 sub, 8 dest, 7 carrier, 4 cru, 2 bsh, 4 tact, 10 fig
Rolls: 7@1 15@2 4@3 2@4 4@3 10@4; Total Hits: 257@1: (6, 1, 4, 2, 3, 1, 3)15@2: (1, 1, 6, 5, 3, 2, 1, 2, 4, 4, 5, 2, 4, 2, 4)4@3: (1, 1, 1, 3)2@4: (2, 6)4@3: (3, 1, 6, 2)10@4: (2, 3, 4, 4, 4, 6, 4, 4, 5, 3) -
A 1 bsh damaged, 7 carrier, 4 sub, 4 dest, 1 cru, 1 fig sunk
D 2 bsh + 7 carrier damaged, 7 subs sunk, 2 dest sunk -
retreat damaged battleship SZ19
planes disengageNCM:
13 fig, 8 tact, 1 strat SZ21 >> okiMobilize:
8 inf jap -
I had a good roll, but your roll was crushing.
Probably still better than letting you slam me with your bombers.
I am pretty sure you can hold Moscow and Cairo indefinitely, though I’ll keep playing if you want to see how long it takes to unquestionably shut down European Axis expansion.
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I don’t want to make you play if you feel things are inevitable. You did very well with Italy given how dice forced you into an Italian France, but that was after a G1 opener that you did not expect…rotten dice. How is a strong Italy in your other games? I really think Germany needs the income to maintain more pressure on a USSR 1st approach. I am curious if Germany could do a sea lion and if a Strong Italy could use the time to secure the middle east and delay USSR on its own?
Turn 8:
I was going to build my first landing forces for the Atlantic with the US this turn. That Japanese turn probably sealed the deal with Japan. I agree it was your best bet. Sorry about the rolls. We could redo mine if you think it will change the outcome of the game. I didn’t plan on an attack and retreat…at this point I would have to return to a naval base, then move on z6 turn 9. If I am able to hold the waters, Japan is effectively contained.Spain and Turkey were my turn 9 targets…UK was going to strafe the 3 mech in Romania this turn for a test of a new philosophy: The air vs land concept for non targeted allies. (Meaning, Even though I trade at a loss of IPCs for either US or UK, USSR gains pieces and position if I can neutralize opponent reinforcements on the way to the front.) I realize air units for land is fairly stupid, but I think it has some merits under the right conditions-1 combat round strength (meaning you clear the land units round 1)…you saw how quickly the bomber force could redeploy per theater. 16 bombers could clear the German navy, or a stack of 10 infantry in 1 combat round perhaps.
True neutrals at this point (Japan will likely have no land units in Mainland Asia to activate Mongolia) seems like it might help the allies…2 more fronts will make it a 3 front war. Each allied power will support its own. (the UK navy will provide fleet defense in z91 with a few US naval builds(carrier-3dd-3trn-3inf-3art). From z91, with 18-19 US bombers, Italy will probably begin to turtle as Turkey provides landing for the bombers turn 10 and later.
Good game, I was kind of light on units in Europe. USSR was outproduced…but still not pinned in Rus so I had some time to change the Europe side still. I am not sure I like A3. I do not like some UK openings I have seen that contain Italy completely. I think they made a mistake trying to make UK more aggressive early on. (it takes away some axis options). I’m going to work on the US opening some more, I wonder how Japan might address things differently. I have a test going on in another A3, but Italy has been saving its money for 3 turns because they were so screwed. The worst thing I strongly dislike (even hate) is the convoy rule change, sweet and simple has been make hard and unreliable. The SBR change turns my stomach as well. Those 2 change will likely see me stay in the A2 world.
A2 convoy rules are the best and perhaps only method for an axis USA first approach…(my dream ever since my “Revised” Operation: Hollywood days). If USA gears up for Japan first…I dream of crafting a scenario that permits the capture of the z101 convoy zone.
Thanks for playing, you have very good and solid play. It’s been a pleasure. Hit me up if you want some more games down the line. I may be seeking more A2 play, we’ll see how a few more A3’s go…they keep changing things so that it is hard to keep up.
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I don’t think Japan’s turn would change the game outcome. I just wanted to bring it up before you spent the time going through another cycle of Allied turns.
This game makes for an interesting comparison with my match against Axisplaya. In that game, Germany had good land rolls and after 2 rounds France was reduced to a tank and fighter. I thought it would be fun to experiment, so I retreated. My reasoning was that all those surviving Germans (2 inf, 2 art, 5 tanks) would be that much closer to attacking the USSR (also 2 mech on WFR).
Italy became strong fast, the German and Italian fleets both circumnavigated Africa and took everything except some of the French territory. Italy has been in the mid-40s most of the game. However, Germany didn’t get deep into Russia fast enough. Like our game, the UK built a IC in Peria which meant I had to choose between using my transports and air power to take Iraq or to reinforce Gibraltar (menacing US/UK carrier and transport fleet). The Allies have way more navy so Italy ended up stalemated despite high income. For awhile it seemed like the strategy was going well with the US and UK investing a lot of resources with no pay off. However, they can move their threat faster than Italy can move it’s defenses.
In the current turn (11) Germany is at Moscow’s gates, but neither army has the strength to beat the other. Naturally, UK planes and mechs are heading that way. Axis Europe income is still high, but I’m not sure how long I have to take Moscow in that game.
In both games I should have hit USSR hard with Japan from the beginning (I am starting to think this is necessary to kill Russia fast enough), Siberian IPC adds up. I should’ve just accepted the Mongolia activation as necessary.
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Also been very fun playing. I’d certainly play again in the future.
I agree about air vs. land potential. Germany is on the clock, so sniping units on the way would be maddening :lol:





